﻿///
/// Copyright (c) 2008, Aaron G. Daisley-Harrison
/// All rights reserved.
/// 
/// Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
/// 
/// * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
/// 
/// * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
/// 
/// * Neither the name of Daisley-Harison Software nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
/// 
/// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING,
/// BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
/// SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
/// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 
/// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 
/// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, 
/// STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF 
/// THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
/// 
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;

namespace DaisleyHarrison.Wavefront
{
    public struct TextureCoordinate
    {
        /// <summary>
        /// The value for the horizontal direction of the texture.
        /// </summary>
        public double U;
        /// <summary>
        /// The value for the vertical direction of the texture. 
        /// </summary>
        public double V;
        /// <summary>
        /// The value for the depth of the texture.
        /// </summary>
        public double W;
        /// <summary>
        /// Create a texture coordiate
        /// </summary>
        /// <param name="u">Horizontal direction of the texture</param>
        /// <param name="v">Vertical direction of the texture</param>
        /// <param name="w">Depth of the texture</param>
        public TextureCoordinate(double u, double v, double w)
        {
            U = u;
            V = v;
            W = w;
        }
        /// <summary>
        /// Conversion to a 2D Point
        /// </summary>
        /// <returns></returns>
        public Point ToPoint()
        {
            return new Point(this.U, this.V);
        }
        public override string ToString()
        {
            return "" + U + "," + V + "," + W;
        }
    }
}
